Shattered Kingdoms

Where Roleplay and Tactics Collide
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Implement?
Yes 45%  45%  [ 10 ]
No 41%  41%  [ 9 ]
Wert 14%  14%  [ 3 ]
Total votes : 22
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 Post subject: Re: [PROPOSAL] CRS Change Idea as typed by Edoras
PostPosted: Wed Jan 16, 2013 3:33 pm 
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Joined: Sun Nov 18, 2012 12:49 pm
Posts: 258
ObjectivistActivist wrote:
EDIT: Actually, I suppose another viable option would be to make CRS raids much more like raids in MMOs, with minibosses and convoluted pathways to follow to reach the big bad at the end, but that would also require defenders to not be able to mount defenses except at key points. It would just become impossible to use the system if the defenders could just constantly pick away at the attackers through every stage of the raid maze that itself would last half an hour or more.


This and the other post about having to knock down the door reminds me of Warhammer Online faction's PVP area. The was probably the funnest part of the game for me. Maybe it would be a good idea to add another boss and an additional gate right before the inner guardian. Also, for the outter guardian require a battering ram or some other device to knock down the gate which would require a time based on type of war machine, quality, strength of users, etc. Both of these ideas sound exciting and time consuming which would buy time for defenders to log on as D suggested (which means you'll have to remove the curse stigma for logging in/out before fights) and form a defending party as well as make it a little more difficult for the assaulting party.

I know not everything in SK is balanced and there are not always a level playing field but it does suck that there is only one cabal that is at a disadvantage to defending their keep than the rest. Not sure what you can or should do about that.

Again, I'm more in favor of seeing incentives added (a new ability or higher lvl to current abilities) to holding enemy relics than the current you lose everything. Way more positive.


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